This document explores the fundamental theory behind
ray-casting, a pseudo 3-dimensional rendering technique that are very popular in game development arena in the 90s.
In general, this document does not bother with implementation and
coding detail. The discussion will be mainly about concepts, the implementation
is up to the reader. For a casual reader, the knowledge of the
Pythagorean theorem and knowledge of high-school level
math are assumed.
Please note that this document was written in the year
of 1996, and although ray-casting has been supplanted by newer and
more powerful techniques (and hardware!), the reader can hopefully
still benefit from this.
Please be sure to read the disclaimer